Awesome stuff Kevin, great to see the planning behind such work. I was wondering about the brick walls for example, after you bake the details down to a plane which you then deform it. When you shell the plane, are both sides of the wall using the same uvspace, and you then unwrap the sides and bake the highpoly to them?
The size of units is all relative to a characters size. For example GOW uses a character roughly 96 units high. This means that one foot = 16 units. However I have worked on games where the character is 180 units high. This is the same 'real world' height but in centimeters. (180cm is roughly 6ft) All your environment…
Awesome insight KJ! I can't imagine how tedious some of these teachings you do becomes. But we all appreciate it! A quick question about instancing. Less about the bricks and more about the small trim details. Say the little leaf bits that go all around the inside of this archway. Are those modeled in max and then placed…
what defines the size of this grid.? In archvis, our 3dsmax units would be mm, and my display unit scale would be in metres. I'm attempting to model 'a church' typical fare for my portfolio, and Ive adopted mm and metres, (since I'm used to it, and its real world scale) Ive kept my model to the max grid as close as poss,…
Well the cool thing is, that all of the concept he uses easily apply to pretty much whatever level of detail your pc can handle. If you dont have 16 gigs, you can pretty easily just skip the zbrush step on the bricks for example, and do that later in PS or just not go to that level of sub-d, you can get some nice shape out…
Hello Kevin! First of all I love your work, it's pretty amazing. I'm an artist of an indie team. We're making a medieval/fantasy game which I'm aiming to have a strong art side to it. I'm currently in planning stages, and I come from the Doom 3 modding scene so pretty much everything is new to me. I had a quick look at UT3…
Although I think the 'let the work talk' is a good point, someone who is articulate and has excellent communications skills PLUS examples of said work makes for a great mentor or teacher. And definitely someone to look up to when it comes to their craft. I'm pretty sure we're all in agreeance that your modesty hasn't made…
Hi kevin! Well that was just an quick example.This is how i try to do meshes like you but i can say im lightyears behind. *Make a basemesh in Max 2k9 *Export it to Mudbox *Detail the mesh,Usually ends up in a couple of million polys *Export a highres and a mediumres model back to Max *Import both meshes,hide the highpoly…